Commit Graph

725 Commits

Author SHA1 Message Date
Glenn Maynard 910047ac31 cleanup
make checkpoint max combo work
2007-04-07 00:20:36 +00:00
Glenn Maynard e0c23a48c7 track checkpoints hit per hold; LetGo if missed any 2007-04-07 00:03:09 +00:00
Glenn Maynard 8c36383c76 working on finishing checkpoint holds:
track checkpoints missed and hit
allow it to inlfuence the life meter
2007-04-06 23:25:32 +00:00
Glenn Maynard 6fad738ca5 allow rolls to increment the combo
REQUIRE_STEP_ON_HOLD_HEADS affects rolls
2007-03-18 19:04:49 +00:00
Glenn Maynard 506163fbcd no checkpoints for rolls 2007-03-18 18:41:51 +00:00
Glenn Maynard e63743d664 fix INITIAL_HOLD_LIFE: leave at 1 until the hold starts 2007-03-17 03:51:07 +00:00
Glenn Maynard 81f547a879 add InitialHoldLife 2007-03-17 00:56:39 +00:00
Glenn Maynard 7315aa9152 fix editor receptor flash 2007-03-17 00:32:26 +00:00
Chris Danford 575ab5b616 checkpoint off of HoldResult.fLife, not HoldResult.bActive.
bActive is false any time songRow is >= the end row of the hold.  This was causing the last checkpoint to be missed whenever iFirstRowCrossed == iEndRow
2007-03-13 10:04:15 +00:00
Chris Danford a8690e25e8 hush logging 2007-03-13 08:36:05 +00:00
Chris Danford fcc5ec4eec add RequireStepOnHoldHeads 2007-03-13 07:58:27 +00:00
Chris Danford 24353f67ad add ImmediateHoldLetGo 2007-03-13 07:07:47 +00:00
Chris Danford 356d8d96f5 do explosions during checkpoint only if all rows held 2007-03-13 06:39:59 +00:00
Chris Danford 0ece6fbcfc checkpoint every 1/2 beat
do explosions on checkpoint
2007-03-13 06:39:06 +00:00
Chris Danford fb020ad8de checkpoint hold comments cleanup 2007-03-13 06:15:17 +00:00
Chris Danford af9b823b95 experimental: combo checkpoints for holds 2007-03-13 06:00:08 +00:00
Glenn Maynard c5717006dc send TapNoteOffset 2007-03-11 04:55:45 +00:00
Glenn Maynard f5724a2aba fix TimingWindowSecondsW5=0 causes late notes not to be judged 2007-03-09 18:47:03 +00:00
Glenn Maynard 1d208be68b consistent on 2007-03-06 22:51:50 +00:00
Glenn Maynard b1952bff19 combo and judgement can be complex actors; allow changing which actors is
affected by realtime repositioning
2007-03-03 04:47:01 +00:00
Glenn Maynard ef8d796c96 same logic for combo positioning as judgement 2007-03-03 01:38:42 +00:00
Glenn Maynard c147bda34f message parameters, not lua thread variables 2007-03-02 22:55:36 +00:00
Glenn Maynard 4454a0aa8b use a regular command for this 2007-03-02 21:50:13 +00:00
Glenn Maynard 1e4b7b1260 Reduce Combo to an AutoActor. Send Combo messages to the
whole Player, like Judgment messages.

This allows any Player actor to show the combo; Combo is
only special in how its positioning is handled, and for
draw order.
2007-03-02 20:53:03 +00:00
Glenn Maynard 13063bdb98 handle Player var the same way for judgment and combo
remove unused message
2007-03-02 20:35:59 +00:00
Glenn Maynard 5bcc46afc2 remove sprJudgmentFrame. Do this within Judgment. 2007-03-02 20:29:07 +00:00
Glenn Maynard 4c9b90a480 do judgements in Lua
remove bShowJudgment; use a different sType for dummies
and blank the elements if wanted
2007-03-02 06:52:20 +00:00
Glenn Maynard f49cbb703e don't SetJudgment here. UpdateJudgedRows will do it. 2007-03-02 06:15:08 +00:00
Glenn Maynard c5a322a6a8 do some combo stuff in lua 2007-03-01 23:40:52 +00:00
Glenn Maynard f361dc7032 handle MultiPlayer judgements with message parameters to clean
up judgement handling
2007-03-01 21:22:37 +00:00
Chris Danford f77647b5ad enum name cleanup: DIFFICULTY_* -> Difficulty_* 2007-02-22 07:18:05 +00:00
Chris Danford 491ab6eaf5 StyleType enum name cleanup 2007-02-22 06:56:17 +00:00
Chris Danford 599db61b62 Always call LoadAllCommands explicitly.
The hack to LoadAllCommands when playing a command was leading to weird interactions: If a theme element contained an OnCommand, it would cause the rest of the commands defined in metrics to not be loaded.
2007-02-19 09:30:07 +00:00
Steve Checkoway 708f35f4b4 Pull this out of the header. It is not intended to be used by anything else. 2007-02-17 09:37:40 +00:00
Glenn Maynard d2f43893ce fix roll autoplay 2007-02-06 03:45:57 +00:00
Glenn Maynard 5c95e56ad8 Only play one copy of each mine sound at a time per player. This reduces clipping from excessive mines and makes them less annoying. 2007-02-01 03:52:50 +00:00
Glenn Maynard 39f6bd46c3 fix off-by-one 2007-02-01 02:48:51 +00:00
Chris Danford a6f09c5e7c Pressing a lower extra fret during a single fret hold breaks the hold. Pressing any extra fret during a two fret hold breaks the hold. 2007-01-17 12:41:53 +00:00
Chris Danford c928ad75fa add a strum window: After pressing the strum button, the player has some time to hit matching frets before being scored TNS_None 2007-01-17 12:02:56 +00:00
Chris Danford 4e5219cedd SubType_INVALID -> SubType_Invalid 2007-01-15 23:47:55 +00:00
Chris Danford 1ba463f64a finish experimental JudgeHoldNotesOnSameRowTogether
The "possible" calculation for scoring does not yet account for shared scoring of holds that start on the same row.
2007-01-15 23:26:47 +00:00
Chris Danford 6d87063e3c add Player::UpdateHoldNotes, score groups of hold notes together if JudgeHoldNotesOnSameRowTogether (experimental) 2007-01-15 12:00:14 +00:00
Chris Danford 7a15dddb62 use GetTapNoteRangeAllTracks to iterate holds 2007-01-15 11:33:34 +00:00
Glenn Maynard ce407f819f track fOverlappedTime for hold notes 2007-01-15 06:35:09 +00:00
Chris Danford 6bf9354b06 fix crash on hold judgment 2007-01-15 06:16:21 +00:00
Glenn Maynard b0e8e6603b send Judgment messages 2007-01-15 04:32:23 +00:00
Glenn Maynard 8d5e0cbc4e use SetHoldJudgment 2007-01-15 04:30:38 +00:00
Glenn Maynard a2f7db0232 split out SetHoldJudgment, like SetJudgment 2007-01-13 23:46:05 +00:00
Chris Danford 42a18fdae7 set all active holds to HNS_NotHeld on TNS_None if PENALIZE_TAP_SCORE_NONE 2007-01-06 01:26:11 +00:00
Chris Danford 306cdf7ab5 experimental GH-style hold scoring 2007-01-05 01:20:32 +00:00